Welcome to the introduction of a champion that I like quite, Ezreal. Ezreal is a champion that can be very flexible when choosing his style of play, but I prefer mostly do DPS, why? I think that the answer will find her when they read this guide.

I have to say also that Ezreal is a Champion if they will buy or buying it, must adapt to his game, is very conservative (rather would say me) in the Teamfight and only when your team wins in number or when you create relevant you will be taken to the front to begin attacking your arsenal of skills, but always being conserved and maintaining the necessary to make an impact with Mistyc Shot distance.

Some may perhaps ask the because I choose these runes, but I think anyone who has had to Ezreal in your hands you will notice the because. I think that the runes are for Early game to feed your manner of game at the beginning of the game, the runes serve only for that, then in the final stretch of the game and I do not think that serve as a lot but… they help a bit, others is never this small aid.

Greater Mark of Desolation & Greater Quintessence of Desolation > > > Armor Penetration, that helps too for when you're level bass with Mystic Shot. It can harrasear a champion enemy always maintaining the distance and if we do not kill it, you will need to return to base and that gives us time to level up quietly without having to worry about and power lasthitear without problems, make levels the opponent and see when the appropriate time to get our kill.

Greater Seal of Evasion > > > A possibility of single avoids is never belittled for Ezreal which tends to be quite squishy in the game early and not to mention if you have to go to environment that is almost always exposed to the gank. I remember that disparaged this low percentage of single avoids but I had it when I was convinced that it is very useful. It is quite yields and shows more the difference when they have an Ashe, Caitlyn, Miss Fortune and/or any DPS range.

Greater Glyph of Warding > > > magical defence which always comes in handy for a champion so weak in the life as it is Ezreal. Perfect for when you have a wizard front in the same lane, usable much in the game early.

Long Sword & Potion: helps to inflict more damage at low levels and I think that it is the best item, this item directly Madred's Razors is. If he is difficult for them much in the middle or on the line, do not hesitate to return to base, the idea is not to leave to the opponent you kill unnecessarily and joining the fighting when they are newly equipped. Long Sword will help them get the last blow, use Mistyc Shot and take advantage of the mininos giving them the last blow, to get gold and thus get more quick things.

Wriggle's Lantern: once you have this done item, will open many opportunities to start killing. First thing you should do is get boots and then begin to make neutral heads (network Buff & Blue Buff) that help them a lot start to kill and gain a little more gold, which will fairly serve to complete his equipment and thereby win the game with ease.

Berserker's Greaves: for me the best option to start to kill enemies. It gives them a good follow-up to blows and that makes Ezreal one machine to kill people, because it will never stop inflicting harm.

(Optional)
Mercury's Treads: where Ezreal can not look for having much CC in the other team, thus will serve much the Mercury's Treads to keep you safe and hit bottom in team matches.

(Optional second)
Ninja Tabi: If the computer enemy has many opponents DPS, it is best to supplement a little more Dodge to escape more easily foes causing much damage. It serves to escape enemies such as Master Yi and Tryndamere. Trying to always use Essence Flux to reduce its speed of attack and thus should they slow down by coup to create a gap between coup d ' état and coup to escape more easily.

The Black Cleaver: because Ezreal thanks to his Mistyc Shot can physically beat a great distance, the Black Cleaver will be a very key item in the game. Taking approximately have even 3 Kills, they will be sufficient to have a B. f. Sword and hence arm quickly The Black Cleaver. Hit champions who are weak in terms of life and defense, hits and runs, kills and returns to base. Try not to die and if you run of murders, much less, stay calm is safe and never run more than you think that your champion could withstand.

Sheen: because the Mystic Shot if it hits a second reduces the cooling time and already basically has little cooling time, this item can be realized much to cause more damage that had been doing.

Phage: When the Buff network unavailable there is where this item comes into action. Unable to give a little more about life (and that means survival for us) and a bit of attack, possibility of slowing down the opponent is something that much will be taken to prevent it from escaping.

Trinity Force: If this item, you could say that chance of losing, there is no provided that remain quiet with Ezreal in the fighting in team and ensuring their survival, and helping his team would have to go for the victory.

The Bloodthirster: Perhaps the item closed when pushing on a line. Approach their final towers and already gets more difficult to combat, each time that you try to get appear one after the other champions and afternoon or early you'll have to go back. One could argue that the Bloodthirster is what keeps you alive by merging the Lifesteal with the flashlight, do a combination of attack and survival that allows them to break towers with ease even taking a meeting under a turret enemy without suffering too much damage.

Infinity Edge – Work is completed, that they sentenciarán the life of who put them front, being from a weak champion until one of the best tanks in the game. No matter that I will put front already they have won if led him well so far. It's time to break the nexus enemy and win this game once (if they can do Baron, if it is that they have not done so, that will give you a final push to finish with more ease heading; if it is that even his opponent team has not thrown Surrender even.)

League of Legends is a team based, real time strategy game set in a mythical world of swords & magic where epic battles decide the fate of mystical nations. Game players take on the role of a Summoner who conjures and controls champions to fight for them at the Institute of War. During game play champions gain experience and items to enhance their skills and abilities. How players develop and play their champions can be the difference between a crushing defeat or a glorious victory!